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1=head1 CROSSFIRE+ OBJECT AND INTERNALS DOCUMENTATION 1=head1 DELIANTRA OBJECT AND INTERNALS DOCUMENTATION
2 2
3Here is all information about the object types Crossfire+ 3Here is all information about the object types Deliantra
4supports at the moment. This is not a complete documentation (yet) 4supports at the moment. This is not a complete documentation (yet)
5and browsing the source is still recommended to learn about 5and browsing the source is still recommended to learn about
6the objects that aren't documented here. 6the objects that aren't documented here.
7 7
8This documentation is in a sketchy state. It's mostly 8This documentation is in a sketchy state. It's mostly
9used to collect notes about the internal behaviour of the 9used to collect notes about the internal behaviour of the
10objects. 10objects.
11 11
12=head2 About the notation and terms
13
14The term 'archetype' stands for a collection of fields.
15The term 'object' stands for an archetype instance.
16The term 'field' is used for an object fields and archetype fields.
17
18Field names will be displayed like this: I<fieldname>
19
20Type names will be displayed like this: B<TYPENAME>
21
22Flag names will be displayer like this: FLAG_NAME
23
12=head2 About archetypes and objects 24=head2 About archetypes and objects
13 25
14Field denotes an attribute of an archetype. 26Archetypes are 'templates' of objects. If an object is derived
27from an archetype the object fields will be set to the corresponding
28fields in the archetype.
29
30When a map is instanciated (loaded), the 'object' description on the
31map are considered patches of the archetype.
32
33This document does explain the behaviour of the objects and the meaning of
34their fields in the server engine, which are derived from archetypes.
35
15This is an example of an archetype: 36This is an example of an archetype:
16 37
17 Object button_trigger 38 Object button_trigger
18 name button 39 name button
19 type 30 40 type 30
30 editable 48 51 editable 48
31 visibility 50 52 visibility 50
32 weight 1 53 weight 1
33 end 54 end
34 55
35This archetype has the name 'button_trigger' and the objects that 56The first B<field> is I<name>: 'button_trigger', which basically means that
36inherit from this archetype have the name 'button'. 57instances (objects) that are created/derived from this archetype have the
58name 'button' (which means that the field I<name> of the object will be set
59to the same value as the archetypes field I<name>).
37 60
38The next field 'type' decides the main behaviour of this archetype. 61The next field I<type> decides the behaviour of objects derived from this archetype.
39For a comprehensive list of types see include/define.h. For this case 62For a comprehensive list of types see include/define.h. For this case
40you might find a line like: 63you might find a line like:
41 64
42 #define TRIGGER_BUTTON        30 65 #define TRIGGER_BUTTON        30
43 66
44The server internally works with objects that 'inherit' attributes from 67The behaviour of objects is further determined by B<Flags>, like FLAG_APPLIED.
45an archetype. They have a similar set of attributes. 68For more information on this look in the Flags subsection in the next section
46 69
47The following documentation will also document the meaning of code internal 70The following documentation will also document the meaning of internal used
48attributes of objects. These attributes are marked as '(internal)' and can't 71fields of objects. These fields are marked as (internal) and can't
49or shouldn't be set by an archetype. If the internal names differs the 72or shouldn't be set by an archetype.
50external name (for the archetypes) for the attribute is written behind it.
51 73
52=head2 Description of generic archetype and object attributes 74=head2 Description of (mostly) generic object fields
53 75
54These are the fields that most of the objects have and/or their 76These are the fields that most of the objects have and/or their
55default behaviour. 77default behaviour.
56 78
57=over 4 79=over 4
58 80
59=item name <string> 81=item I<name> <string>
60 82
61The name of the object. 83The name of the object.
62 84
63=item name_pl <string> 85=item I<name_pl> <string>
64 86
65The name of a collection of these objects (the plural of the name). 87The name of a collection of these objects (the plural of the name).
66 88
67=item face <facename> 89=item I<face> <facename>
68 90
69The graphical appearance of this object. 91The graphical appearance of this object.
70 92
93=item I<x> <number>
94
95The x position of the object when it is on a map.
96
97=item I<y> <number>
98
99The y position of the object when it is on a map.
100
101=item I<map> (internal)
102
103The map the object is on.
104
71=item invisible <number> 105=item I<invisible> <number>
72 106
73If the <number> is greater than 0 the object is invisible. 107If the <number> is greater than 0 the object is invisible.
74For players this field reflects the duration of the invisibility 108For players this field reflects the duration of the invisibility
75and is decreased every tick by 1. 109and is decreased every tick by 1.
76 110
77For non-player objects this field is not changed by server ticks. 111For non-player objects this field is not changed by server ticks.
78 112
113=item I<glow_radius> <number>
114
115This field indicates how far an object glows. Default is a radius of 0 (no
116glowing at all). Negative glow radii darken areas - currently, negative
117glow radii are stronger than positive ones.
118
79=item speed <number> 119=item I<speed> <number>
80 120
81If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed 121If this field is greater than MIN_ACTIVE_SPEED (~0.0001) the object is placed
82on the active object list and will be processed each tick (see also speed_left!). 122on the active object list and will be processed each tick (see also speed_left!).
83 123
84If the speed field drops below the MIN_ACTIVE_SPEED the object is removed 124If I<speed> drops below the MIN_ACTIVE_SPEED the object is removed
85from the active object list and it won't experience any processing per tick. 125from the active object list and it won't experience any processing per tick.
86 126
87=item speed_left <number> 127=item I<speed_left> <number>
88 128
89If this field is greater than 0 and the object is on the 129If this field is greater than 0 and the object is on the
90active list (mostly means it's speed is also greater than 0): 130active list (mostly means it's speed is also greater than 0):
91 131
92 - speed_left is decreased by 1 132 - speed_left is decreased by 1
93 - and this object is processed and experiences a server tick. 133 - and this object is processed and experiences a server tick.
94 134
95If the object is on the active list and speed_left is lower or 135If the object is on the active list and I<speed_left> is lower or
96equal to 0 the absolute value of the speed field is added to speed_left 136equal to 0 the absolute value of the I<speed> is added to I<speed_left>
97on the end of the tick. 137on the end of the tick.
98 138
139This means: the lower I<speed> is (but still above MIN_ACTIVE_SPEED)
140the more seldom the object is processed. And the higher I<speed> is
141the more often the object is processed.
142
143=item I<connected> <number>
144
145When this field is set the object will be linked to a connection with the
146id <number>. What happens when the connection is 'activated' depends on the
147type of the object.
148
149FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE they will control
150when to activate the object, see description of these below for further details.
151
99=item no_drop (0|1) 152=item I<no_drop> (0|1)
100 153
101Sets the flag FLAG_NO_DROP. 154Sets the flag FLAG_NO_DROP.
102See Flags section below. 155See Flags section below.
103 156
104=item applied (0|1) 157=item I<applied> (0|1)
105 158
106Sets the flag FLAG_APPLIED. 159Sets the flag FLAG_APPLIED.
107See Flags section below. 160See Flags section below.
108 161
109=item is_used_up (0|1) 162=item I<is_used_up> (0|1)
110 163
111Sets the flag FLAG_IS_USED_UP. 164Sets the flag FLAG_IS_USED_UP.
112See Flags section below. 165See Flags section below.
113 166
167=item I<changing> (0|1)
168
169Sets the flag FLAG_CHANGING.
170See Flags section below.
171
114=item auto_apply (0|1) 172=item I<auto_apply> (0|1)
115 173
116Sets the flag FLAG_AUTO_APPLY. 174Sets the flag FLAG_AUTO_APPLY.
117See Flags section below. 175See Flags section below.
118 176
177=item I<no_steal> (0|1)
178
179Sets the flag FLAG_NO_STEAL.
180See Flags section below.
181
182=item I<reflecting> (0|1)
183
184Sets the flag FLAG_REFLECTING.
185See Flags section below.
186
187=item I<reflect_spell> (0|1)
188
189Sets the flag FLAG_REFL_SPELL.
190See Flags section below.
191
192=item I<no_skill_ident> (0|1)
193
194Sets the flag FLAG_NO_SKILL_IDENT.
195See Flags section below.
196
119=item activate_on_push (0|1) (default: 1) 197=item I<activate_on_push> (0|1) (default: 1)
120 198
121Sets the flag FLAG_ACTIVATE_ON_PUSH. 199Sets the flag FLAG_ACTIVATE_ON_PUSH.
122See Flags section below. 200See Flags section below.
123 201
124=item activate_on_release (0|1) (default: 1) 202=item I<activate_on_release> (0|1) (default: 1)
125 203
126Sets the flag FLAG_ACTIVATE_ON_RELEASE. 204Sets the flag FLAG_ACTIVATE_ON_RELEASE.
127See Flags section below. 205See Flags section below.
128 206
207=item I<is_lightable> (0|1)
208
209Sets the flag FLAG_IS_LIGHTABLE.
210See Flags section below.
211
129=item editable (more than deprecated) 212=item I<editable> (more than deprecated)
130 213
131This field had a special meaning for crossedit, which used parts 214This field had a special meaning for crossedit, which used parts
132of the server code for editing. Wherever you see this attribute being 215of the server code for editing. Wherever you see this field being
133set in an archetype ignore it and/or remove it. No code interprets this 216set in an archetype ignore it and/or remove it. No code interprets this
134field anymore. 217field anymore.
135 218
136=back 219=back
137 220
149 232
150This flag mostly states whether this object has been 'applied' by the player. 233This flag mostly states whether this object has been 'applied' by the player.
151For objects that are applied by the code or have this flag set in the archetype 234For objects that are applied by the code or have this flag set in the archetype
152it mostly means 'this object is active'. 235it mostly means 'this object is active'.
153 236
154For example the player adjustments of the hp/sp/grace fields and inheritance 237For example the player adjustments of the I<hp>/I<sp>/I<grace> fields and inheritance
155of flags from objects in his inventory is toggled by this flag. 238of flags from objects in his inventory is toggled by this flag.
156 239
157=item FLAG_IS_USED_UP 240=item FLAG_IS_USED_UP
158 241
159This flag controls whether an object is 'used up'. If it is set the 'food' field 242This flag controls whether an object is 'used up'. If it is set I<food>
160of the object is decreased by 1 each tick, and if it is lower or equal 0 after tha 243is decreased by 1 each tick, and will be removed when I<food> is lower or equal 0.
161it is removed.
162 244
163If also the flag FLAG_APPLIED is set, the 'duration' field controls whether 245If also the flag FLAG_APPLIED is set, the I<duration> field controls whether
164this object is removed or not, see the Force type below for the meaning 246this object is removed or not, see the B<FORCE> type below for the meaning
165of the duration field in this context. 247of the duration field in this context.
166 248
167If FLAG_APPLIED is not set the object is destroyed. 249If FLAG_APPLIED is not set the object is destroyed.
168 250
251=item FLAG_CHANGING
252
253If the I<state> field of the object is 0 the object will be processed periodically
254(if I<speed> is set). If the I<state> field is 1 it won't be processed.
255
256This flag indicates that the object is changing into a different object.
257The object has to have the I<other_arch> field set. The object the changing object
258changes into is derived from the archetype in I<other_arch>.
259
260When the object does not have FLAG_ALIVE set the I<food> field will be decremented
261each time the object is processed, and if I<food> reaches 0 one new object will be generated.
262
263When the object has FLAG_ALIVE set the I<food> field is the number of objects that
264will be generated.
265
266After the new object is created the I<hp> field from the old object is copied into
267the new one.
268
169=item FLAG_IS_A_TEMPLATE (internal use) 269=item FLAG_IS_A_TEMPLATE (internal use)
170 270
171This flag is set on the inventory of generators like CREATORs and CONVERTERs, 271This flag is set on the inventory of generators like B<CREATOR>s and B<CONVERTER>s,
172or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set. 272or other objects that have the flags FLAG_GENERATOR and FLAG_CONTENT_ON_GEN set.
173 273
174=item FLAG_AUTO_APPLY 274=item FLAG_AUTO_APPLY
175 275
176This flag has currently only meaning for the TREASURE type, see below. 276This flag has currently only meaning for the B<TREASURE> type, see below.
177 277
178=item FLAG_ACTIVATE_ON_PUSH 278=item FLAG_ACTIVATE_ON_PUSH
179 279
180This flag has only meaning for objects that can be linked together 280This flag has only meaning for objects that can be linked together
181with the 'connected' field and controls wether the object should 281by the I<connected> field and controls wether the object should
182be activated when the connection is 'pushed' or it is 'released'. 282be activated when the connection is 'pushed' or it is 'released'.
183 283
284What 'pushed' and 'released' means depends on the object that
285activates the connection.
286
184This flag is by default on. 287This flag is by default on.
185 288
186=item FLAG_ACTIVATE_ON_RELEASE 289=item FLAG_ACTIVATE_ON_RELEASE
187 290
188This flag has only meaning for objects that can be linked together 291This flag has only meaning for objects that can be linked together
189with the 'connected' field and controls wether the object should 292by the I<connected> field and controls wether the object should
190be activated when the connection is 'pushed' or it is 'released'. 293be activated when the connection is 'pushed' or it is 'released'.
191 294
295What 'pushed' and 'released' means depends on the object that
296activates the connection.
297
192This flag is by default on. 298This flag is by default on.
193 299
194=back 300=item FLAG_NO_STEAL
195 301
196=head2 Description of type specific attributes 302When this flag is set this object can't be stolen. The flag will be
303reset once the object is placed on a map.
304
305When this flag is set on a monster it can defend attempts at stealing
306(but in this context the flag is only used internally).
307
308=item FLAG_NO_SKILL_IDENT
309
310This flag is mostly used internal and prevents unidentified objects
311(objects which don't have FLAG_IDENTIFIED set) being identified
312multiple times by skills.
313
314This flag is used to mark objects which were unsuccessfully identified by a
315players skill. So that multiple tries of identifying aren't more effective than
316one.
317
318=item FLAG_REFLECTING
319
320This flag is used by spell effects (eg. SP_BOLT), B<THROWN_OBJ> and B<ARROW>
321to indicate whether this object reflects off walls.
322
323=item FLAG_REFL_SPELL
324
325This flag indicates whether something reflects spells, like spell reflecting
326amuletts.
327
328=item FLAG_IS_LIGHTABLE
329
330This flag indicates whether a B<LIGHTER> can light this object. See also the
331description of the B<LIGHTER> type. How easy you can light an item depends
332partially on the material of the object.
333
334=back
335
336=head2 Description of type specific fields and behaviour
197 337
198The beginning of the headers of the following subsection 338The beginning of the headers of the following subsection
199are the server internal names for the objects types, see include/define.h. 339are the server internal names for the objects types, see include/define.h.
200 340
201=head3 TRANSPORT - type 2 - Player transports 341=head3 B<TRANSPORT> - type 2 - Player transports
202 342
203This type is implemented by the transport extension and has currently no special 343This type is implemented by the transport extension and has currently no special
204attributes that affect it. 344fields that affect it.
205 345
206=head3 ROD - type 3 - Rods that fire spells 346=head3 B<ROD>, B<HORN> - type 3, 35 - Rods that fire spells
207 347
208Rods contain spells and can be fired by a player. 348Rods contain spells and can be fired by a player.
209 349
210=over 4 350=over 4
211 351
212=item level <number> 352=item I<level> <number>
213 353
214This attribute is used for calculating the spell level that can be fired 354This field is used for calculating the spell level that can be fired
215with this rod, it's also the maximum level of the spell that can be fired. 355with this rod, it's also the maximum level of the spell that can be fired.
216The level of the spell that is being fired depends mostly on 356The level of the spell that is being fired depends mostly on
217the 'use magic item' skill level of the player and 1/10 of the level of the 357the 'use magic item' skill level of the player and 1/10 of the level of the
218rod is added as bonus. 358rod is added as bonus.
219 359
220=item hp <number> 360=item I<hp> <number>
221 361
222The amount of spellpoints this rod has left. 362The amount of spellpoints this rod has left. Recharges at a rate of C<1 +
363maxhp/10> per tick.
223 364
224=item maxhp <number> 365=item I<maxhp> <number>
225 366
226The maximum amount of spellpoints this rod has. 367The maximum amount of spellpoints this rod has.
227 368
228=item skill <skill name> 369=item I<skill> <skill name>
229 370
230This field determines which skill you need to apply this object. 371This field determines which skill you need to apply this object.
231 372
232=back 373=back
233 374
234=head3 TREASURE - type 4 - Treasures 375=head3 B<TREASURE> - type 4 - Treasures
235 376
236This type of objects are for random treasure generation in maps. 377This type of objects are for random treasure generation in maps.
237If this object is applied by a player it will replace itself with it's 378If this object is applied by a player it will replace itself with it's
238inventory. If it is automatically applied 379inventory. If it is automatically applied
239generate a treasure and replace itself with the generated treasure. 380generate a treasure and replace itself with the generated treasure.
241Chests are also of this type, their treasures are generated by 382Chests are also of this type, their treasures are generated by
242the auto apply code on map instantiation. 383the auto apply code on map instantiation.
243 384
244=over 4 385=over 4
245 386
246=item hp <number> 387=item I<hp> <number>
247 388
248The number of treasures to generate. 389The number of treasures to generate.
249 390
250=item exp <level> 391=item I<exp> <level>
251 392
252If FLAG_AUTO_APPLY is not set the exp field has no further meaning 393If FLAG_AUTO_APPLY is not set the exp field has no further meaning
253and the difficulty for the treasurecode only depends on the maps difficulty, 394and the difficulty for the treasurecode only depends on the maps difficulty,
254otherwise the exp field has the following meaning: 395otherwise the exp field has the following meaning:
255 396
258worth a treasure is or what bonuses it is given by the treasure code. 399worth a treasure is or what bonuses it is given by the treasure code.
259 400
260If this field is not set or 0 the difficulty of the map is passed to the treasure 401If this field is not set or 0 the difficulty of the map is passed to the treasure
261generation code. 402generation code.
262 403
263=item randomitems <treasurelist> 404=item I<randomitems> <treasurelist>
264 405
265The treasurelist to use to generate the treasure which is put in the 406The treasurelist to use to generate the treasure which is put in the
266treasure objects inventory. 407treasure objects inventory.
267 408
268=back 409=back
269 410
270=head3 POTION - type 5 - Potions for drinking and other nastynesses 411=head3 B<POTION> - type 5 - Potions for drinking and other nastynesses
271 412
272These objects contain a spell and will emit it on apply, which most 413These objects contain a spell and will emit it on apply, which most
273of the time has the meaning of 'drinking'. 414of the time has the meaning of 'drinking'.
274 415
275If no resistancy field, stat field or attacktype is set and no spell 416If no resistancy field, stat field or attacktype is set and no spell
280If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion 421If the potion has FLAG_CURSED or FLAG_DAMNED set the usage of this potion
281will yield an explosion and hurt the player. 422will yield an explosion and hurt the player.
282 423
283=over 4 424=over 4
284 425
285=item Str, Dex, Con, Int, Wis, Cha, Pow <number> 426=item I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Cha>, I<Pow> <number>
286 427
287These stat fields determine how many stat points the player gets 428These stat fields determine how many stat points the player gets
288when he applies this potion. 429when he applies this potion.
289 430
290If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points. 431If FLAG_CURSED or FLAG_DAMNED is set the player will loose that many stat points.
291 432
292=item sp <number> 433=item I<sp> <number>
293 434
294If this field is set and the randomitems field is not set 435If this field is set and the randomitems field is not set
295the field is interpreted as spell number, please look the right 436the field is interpreted as spell number, please look the right
296number up in common/loader.C. 437number up in common/loader.C.
297 438
298If this field is set the randomitems field will be unset by the 439If this field is set the randomitems field will be unset by the
299map loading code. 440map loading code.
300 441
301=item attacktype <attacktype> 442=item I<attacktype> <attacktype>
302 443
303This field has some special meaning in potions, currently the 444This field has some special meaning in potions, currently the
304bits for AT_DEPLETE and AT_GODPOWER control whethere this is a 445bits for AT_DEPLETE and AT_GODPOWER control whethere this is a
305restoration potion or improvement potion. 446restoration potion or improvement potion.
306See include/attackinc.h for the bits of these types. 447See include/attackinc.h for the bits of these types.
311into him. 452into him.
312 453
313If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat. 454If AT_GODPOWER is enabled the player will gain +1 maxvalue in his hp, sp or grace stat.
314When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats. 455When the potion has FLAG_CURSED or FLAG_DAMNED set he will loose one in one of these stats.
315 456
316=item resist_<resistancy> <number> 457=item I<resist_RESISTANCY> <number>
317 458
318If this stat is set and no spell is in the potion the potion 459If this stat is set and no spell is in the potion the potion
319will create a force that give the player this specific resistancy. 460will create a force that give the player this specific resistancy.
320The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below) 461The forces type will be changed to POTION_EFFECT (see POTION_EFFECT type below)
321and the potion will last 10 times longer than the default force archetype 462and the potion will last 10 times longer than the default force archetype
322FORCE_NAME (at the moment of this writing spell/force.arc). 463FORCE_NAME (at the moment of this writing spell/force.arc).
323 464
324=item randomitems <treasurelist> 465=item I<randomitems> <treasurelist>
325 466
326The inventory/spell of the potion will be created by calling the treasure code 467The inventory/spell of the potion will be created by calling the treasure code
327with the treasurelist specified here. (I guess it's highly undefined what 468with the treasurelist specified here. (I guess it's highly undefined what
328happens if there is not a spell in the potions inventory). 469happens if there is not a spell in the potions inventory).
329 470
330=item on_use_yield <archetype> 471=item I<on_use_yield> <archetype>
331 472
332When this object is applied this object will be created. 473When this object is applied an instance of <archetype> will be created.
333This field is also used by FOOD and POISON.
334 474
335=item subtypes <potion subtype> 475=item I<subtypes> <potion subtype>
336 476
337see include/spells.h for possible potion subtypes, there are currently 4: 477see include/spells.h for possible potion subtypes, there are currently 4:
338 478
339=over 4 479=over 4
340 480
343Unused, default behaiour of a potion. 483Unused, default behaiour of a potion.
344 484
345=item POT_DUST 485=item POT_DUST
346 486
347This potion can be thrown to cast the spell that it has in it's inventory, 487This potion can be thrown to cast the spell that it has in it's inventory,
348the behaviour is not defined if there is not a spell in the inventory and the 488the behaviour is not defined if there is not a B<SPELL> in the inventory and the
349server will log an error. 489server will log an error.
350 490
351=item POT_FIGURINE 491=item POT_FIGURINE
352 492
353Unused, default behaiour of a potion. 493Unused, default behaiour of a potion.
358 498
359=back 499=back
360 500
361=back 501=back
362 502
503=head3 B<FOOD> - type 6 - Eatable stuff
504
505This is for objects that are representing general eatables like
506beef or bread.
507
508The main difference between B<FOOD>, B<FLESH> and B<DRINK> is that they
509give different messages.
510
511The specialty of B<FLESH> is that it inherits the resistancies of the
512monsters it was generated in and will let dragons raise their resistancies
513with that. If the monster has the B<POISON> attacktype the B<FLESH>
514will change into B<POISON>.
515
516If a player runs low on food he will grab for B<FOOD>, B<DRINK> and B<POISON>
517and if he doesn't find any of that he will start eating B<FLESH>.
518
519=over 4
520
521=item I<title> <string>
522
523If the food has B<title> set or is cursed it is considered 'special', which
524means that the fields I<Str>, I<Dex>, I<Con>, I<Int>, I<Wis>, I<Pow>,
525I<resist_RESISTANCY>, I<hp> and I<sp> are interpreted and have further effects
526on the player.
527
528The higher the I<food> field is the longer the improvement of the player lasts
529(except for I<hp> and I<sp>).
530
531=item I<food> <number>
532
533This is the amount of food points the player gets when he eats this.
534
535=item I<on_use_yield> <archetype>
536
537When this object is applied an instance of <archetype> will be created.
538
539=back
540
541=head3 B<POISON> - type 7 - Poisonous stuff
542
543This type is for objects that can poison the player when he drinks/applies it.
544When applied it will hit the attacked with AT_POISON and will create
545a B<POISONING> object in the one who was hit.
546
547=over 4
548
549=item I<level> <number>
550
551This field affects the probability of poisoning. The higher the level difference
552between the one who is hit and the poision the more probable it is the attacked
553one will be poisoned.
554
555=item I<slaying> <race>
556
557This field has the usual meaning of 'slaying', when the
558poisoned's race matches the I<slaying> field the damage done by the poison
559is multiplied by 3.
560
561=item I<hp> <number>
562
563This is the amount of damage the player will receive from applying this. The
564attacktype AT_POISON will be used to hit the player and the damage will
565determine the strenght, duration and depletion of stats of the poisoning. The
566created B<POISONING> object which is being placed in the one who was attacked will
567get the damage from this field (which is maybe adjusted by slaying or the
568resistancies).
569
570=item I<food> <number>
571
5721/4 of <number> will be drained from the players I<food>.
573
574=item I<on_use_yield> <archetype>
575
576When this object is applied an instance of <archetype> will be created.
577
578=back
579
580=head3 B<BOOK> - type 8 - Readable books
581
582This type is basically for representing text books in the game.
583
584Reading a book also identifys it (if FLAG_NO_SKILL_IDENT is not set).
585
586=over 4
587
588=item I<msg> <text>
589
590This is the contents of the book. When this field is unset
591at treasure generation a random text will be inserted.
592
593=item I<skill> <skill name>
594
595The skill required to read this book. (The most resonable
596skill would be literacy).
597
598=item I<exp> <number>
599
600The experience points the player get for reading this book.
601
602=item I<subtype> <readable subtype>
603
604This field determines the type of the readable.
605Please see common/readable.C in the readable_message_types table.
606
607=back
608
609=head3 B<CLOCK> - type 9 - Clocks
610
611This type of objects just display the time when being applied.
612
613=head3 B<LIGHTNING> - type 12 - Lightnings (DEPRECATED: see B<SPELL_EFFECT> subtype SP_BOLT)
614
615This is a spell effect of a moving bolt. It moves straigt forward
616through the map until something blocks it.
617If FLAG_REFLECTING is set it even reflects on walls.
618
619FLAG_IS_TURNABLE should be set on these objects.
620
621=over 4
622
623=item I<move_type> <movetype>
624
625This field affects the move type with which the lightning moves through
626the map and which map cells will reflect or block it.
627
628=item I<attacktype> <attacktype>
629
630The attacktype with which it hits the objects on the map.
631
632=item I<dam> <number>
633
634The damage this bolt inflicts when it hits objects on the map.
635
636=item I<Dex> <number>
637
638This is the fork percentage, it is reduced by 10 per fork.
639And the I<dam> field is halved on each fork.
640
641=item I<Con> (internal)
642
643This value is a percentage of which the forking lightning
644is deflected to the left. This value should be mostly used internally.
645
646=item I<duration> <number>
647
648The duration the bolt stays on a map cell. This field is decreased each time
649the object is processed (see the meaning of I<speed> and I<speed_left> fields in
650the generic object field description).
651
652=item I<range> <number>
653
654This is the range of the bolt, each space it advances this field is decreased.
655
656=back
657
658=head3 B<ARROW> - type 13 - Arrows
659
660This is the type for objects that represent projectiles like arrows.
661The movement of B<THROWN_OBJ>s behave similar to this type.
662
663Flying arrows are stopped either when they hit something blocking
664(I<move_block>) or something which is alive.
665If it hits something that is alive, which doesn't have FLAG_REFL_MISSILE
666set, it will inflict damage. If FLAG_REFL_MISSILE is set it will inflict
667damage with a small chance which is affected by the I<level> field of the arrow.
668
669If FLAG_REFLECTING is set on the arrow it will bounce off everything
670that is not alive and blocks it's movement.
671
672When an arrow is being shot it's I<dam>, I<wc>, I<attacktype>, I<slaying>
673fields will be saved in the I<sp>, I<hp>, I<grace> and I<spellarg> fields of
674the object, to restore them once the arrow has been stopped.
675
676=over 4
677
678=item I<dam> <number>
679
680The amount of damage that is being done to the victim that gets hit.
681This field is recomputed when the arrow is fired and will consist
682of the sum of a damage bonus (see description of the B<BOW> type),
683the arrows I<dam> field, the bows I<dam> field, the bows I<magic> field
684and the arrows I<magic> field.
685
686=item I<wc> <number>
687
688The weapon class of the arrow, which has effect on the probability of hitting.
689
690It is recomputed when the arrow is being fired by this formula:
691
692 wc = 20 - bow->magic - arrow->magic - (skill->level or shooter->level)
693 - dex_bonus - thaco_bonus - arrow->stats.wc - bow->stats.wc + wc_mod
694
695When the arrow is not being shot by an player dex_bonus and thaco_bonus and the
696level is not added.
697
698wc_mod is dependend on the fire mode of the bow. For a more detailed
699explanation of dex_bonus, thaco_bonus and wc_mod please consult the code.
700
701=item I<magic> <number>
702
703This field is added to the damage of the arrow when it is shot and
704will also improve it's I<speed> by 1/5 of it's value.
705
706=item I<attacktype> <attacktype>
707
708Bitfield which decides the attacktype of the damage, see include/attackinc.h
709On fireing the I<attacktype> of the bow is added to the arrows I<attacktype>.
710
711=item I<level> <number> (interally used)
712
713The level of the arrow, this affects the probability of piercing FLAG_REFL_MISSILE,
714see above in the B<ARROW> description.
715
716The I<level> is set when the arrow is fired to either the skill level or the
717shooters level.
718
719=item I<speed> <number> (internal)
720
721This field shouldn't be set directly in the archetype, the arrow will get it's
722I<speed> from the bow. This fields value has to be at least 0.5 or otherwise the
723arrow will be stopped immediatly.
724
725On fireing the I<speed> of the arrow is computed of 1/5 of the
726sum of the damage bonus (see BOW), bow I<magic> and arrow I<magic>. After that 1/7
727of the bows I<dam> field is added to the I<speed> of the arrow.
728
729The minimum I<speed> of an arrow is 1.0.
730
731While flying the arrows I<speed> is decreased by 0.05 each time it's moved.
732
733If the I<speed> is above 10.0 it goes straight through the creature it hits and
734it's I<speed> is reduced by 1. If the I<speed> is lower or equal 10.0 the arrow is
735stopped and either sticked into the victim (see I<weight> field description) or
736put on it's map square (if it didn't break, see description of the I<food> field).
737
738=item I<weight> <number>
739
740This field is the weight of the arrow, if I<weight> is below or equal 5000 (5 kg)
741the arrow will stick in the victim it hits. Otherwise it will fall to the ground.
742
743=item I<food> <number>
744
745The breaking percentage. 100 (%) means: breaks on usage for sure.
746
747=item I<inventory> (internal)
748
749If the flying/moving object has something in it's inventory and it stops, it
750will be replaced with it's inventory. Otherwise it will be handled as usual,
751which means: it will be calculated whether the arrow breaks and it will be
752reset for reuse.
753
754=item I<slaying> <string>
755
756When the bow that fires this arrow has it's I<slaying> field set it is copied
757to the arrows I<slaying> field. Otherwise the arrows I<slaying> field remains.
758
759=item I<move_type> <movetype> (internally used)
760
761This field is set when the arrow is shot to MOVE_FLY_LOW.
762
763=item I<move_on> <movetype> (internally used)
764
765This field is set when the arrow is shot to MOVE_FLY_LOW and MOVE_WALK.
766
767=item I<race> <string>
768
769The I<race> field is a unique key that assigns arrows, bows and quivers. When
770shooting an arrow the bows I<race> is used to search for arrows (which have the
771same I<race> as the bow) in the players inventory and will recursively search in
772the containers (which are applied and have the same I<race> as the bow and the arrow).
773
774=back
775
776=head3 B<BOW> - type 14 - Bows, those that fire B<ARROW>s
777
778TODO, but take into account B<ARROW> description above!
779
363=head3 WEAPON - type 15 - Weapons 780=head3 B<WEAPON> - type 15 - Weapons
364 781
365This type is for general hack and slash weapons like swords, maces 782This type is for general hack and slash weapons like swords, maces
366and daggers and and .... 783and daggers and and ....
367 784
368=over 4 785=over 4
369 786
370=item weapontype <type id> 787=item I<weapontype> <type id>
371 788
372decides what attackmessages are generated, see include/define.h 789decides what attackmessages are generated, see include/define.h
373 790
374=item attacktype <bitmask> 791=item I<attacktype> <bitmask>
375 792
376bitfield which decides the attacktype of the damage, see include/attackinc.h 793bitfield which decides the attacktype of the damage, see include/attackinc.h
377 794
378=item dam <number> 795=item I<dam> <number>
379 796
380amount of damage being done with the attacktype 797amount of damage being done with the attacktype
381 798
382=item item_power <level> 799=item I<item_power> <level>
383 800
384the itempower of this weapon. 801the itempower of this weapon.
385 802
386=item name 803=item I<name>
387 804
388the name of the weapon. 805the name of the weapon.
389 806
390=item level (internal) 807=item I<level> (internal)
391 808
392The improvement state of the weapon. 809The improvement state of the weapon.
393If this field is greater than 0 the 'name' field starts with the 810If this field is greater than 0 the I<name> field starts with the
394characters name who improved this weapon. 811characters name who improved this weapon.
395 812
396=item last_eat (internal) 813=item I<last_eat> (internal)
397 814
398seems to be the amount of improvements of a weapon, 815This seems to be the amount of improvements of a weapon,
399the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): 816the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power):
400 817
401 ((who->level / 5) + 5) >= op->last_eat 818 ((who->level / 5) + 5) >= op->last_eat
402 819
403=item last_sp 820=item I<last_sp>
404 821
405the weapon speed (see magic description) 822the weapon speed (see magic description)
406 823
407=item food <number> 824=item I<food> <number>
408 825
409addition to food regeneration of the player 826addition to food regeneration of the player
410 827
411=item hp <number> 828=item I<hp> <number>
412 829
413addition to health regeneration 830addition to health regeneration
414 831
415=item sp <number> 832=item I<sp> <number>
416 833
417addition to mana regeneration 834addition to mana regeneration
418 835
419=item grace <number> 836=item I<grace> <number>
420 837
421addititon to grace regeneration 838addititon to grace regeneration
422 839
423=item gen_sp_armour <number> 840=item I<gen_sp_armour> <number>
424 841
425the players gen_sp_armour field (which is per default 10) is added the <number> amount. 842the players I<gen_sp_armour> field (which is per default 10) is being added the
426gen_sp_armour seems to be a factor with which gen_sp in do_some_living() 843<number> amount. gen_sp_armour seems to be a factor with which gen_sp in
427is multiplied: gen_sp *= 10/<number> 844do_some_living() is multiplied: gen_sp *= 10/<number> meaning: values > 10 of
428meaning: values > 10 of gen_sp_armour limits the amout of regenerated 845I<gen_sp_armour> limits the amout of regenerated spellpoints.
429spellpoints.
430 846
431generally this field on weapons is in ranges of 1-30 and decides the slowdown of the 847Generally this field on weapons is in ranges of 1-30 and decides the slowdown of the
432sp regeneration. 848I<sp> regeneration.
433 849
434=item body_<body slot/part> 850=item I<body_BODYSLOT>
435 851
436the part of the body you need to use this weapon, possible values should be 852The part/slot of the body you need to use this weapon, possible values for
437looked up in common/item.C at body_locations. 853C<BODYSLOT> should be looked up in common/item.C at body_locations.
438 854
439=item resist_<resistnacy> <number> 855The value (in the range C<-7..7>) gives the number of those body slots
856used up by the item (if negative) or the number of body slots this object
857has (if positive, e.g. for monsters or players). The special value C<0>
858indicates that this object cannot equip items requiring these body slots.
859
860=item I<resist_RESISTANCY> <number>
440 861
441this is the factor with which the difference of the players resistancy and 100% 862this is the factor with which the difference of the players resistancy and 100%
442is multiplied, something like this: 863is multiplied, something like this:
443 864
444 additional_resistancy = (100 - current_resistanct) * (<number>/100) 865 additional_resistancy = (100 - current_resistancy) * (<number>/100)
445 866
446if <number> is negative it is added to the total vulnerabilities, 867if <number> is negative it is added to the total vulnerabilities,
447and later the total resistance is decided by: 868and later the total resistance is decided by:
448 869
449 'total resistance = total protections - total vulnerabilities' 870 'total resistance = total protections - total vulnerabilities'
450 871
451see also common/living.C:fix_player 872see also common/living.C:fix_player.
452 873
453=item patch_(attuned|repelled|denied) 874=item I<path_(attuned|repelled|denied)>
454 875
455this field modifies the pathes the player is attuned to, see include/spells.h PATH_* 876this field modifies the pathes the player is attuned to, see include/spells.h PATH_*
456for the pathes. 877for the pathes.
457 878
458=item luck <number> 879=item I<luck> <number>
459 880
460this luck is added to the players luck 881this luck is added to the players I<luck>
461 882
462=item move_type 883=item I<move_type>
463 884
464if the weapon has a move_type set the player inherits it's move_type 885if the weapon has a I<move_type> set the player inherits it's I<move_type>
465 886
466=item exp <number> 887=item I<exp> <number>
467 888
468the added_speed and bonus_speed of the player is raised by <number>/3. 889the added_speed and bonus_speed of the player is raised by <number>/3.
469if <number> < 0 then the added_speed is decreased by <number> 890if <number> < 0 then the added_speed is decreased by <number>
470 891
471=item weight 892=item I<weight>
472 893
473the weight of the weapon 894the weight of the weapon
474 895
475=item magic 896=item I<magic>
476 897
477the magic field affects the amounts of the following fields: 898the I<magic> field affects the amounts of the following fields:
478 899
479 - wc : the players wc is adjusted by: player->wc -= (wc + magic) 900 - wc : the players wc is adjusted by: player->wc -= (wc + magic)
480 901
481 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 902 - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0
482 903
483 - dam: the players dam is adjusted by: player->dam += (dam + magic) 904 - dam: the players dam is adjusted by: player->dam += (dam + magic)
484 905
485 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 906 - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2
486 (minium is 0) 907 (minium is 0)
487 908
488=item ac <number> 909=item I<ac> <number>
489 910
490the amount of ac points the player's ac is decreased 911the amount of ac points the player's I<ac> is decreased when applying this object.
491 912
492=item wc <number> 913=item I<wc> <number>
493 914
494the amount of wc points the player's wc is decreased 915the amount of wc points the player's I<wc> is decreased when applying this object.
495 916
496=back 917=back
497 918
498=head4 Player inherits following flags from weapons: 919=head4 Player inherits following flags from weapons:
499 920
504 FLAG_XRAYS 925 FLAG_XRAYS
505 FLAG_BLIND 926 FLAG_BLIND
506 FLAG_SEE_IN_DARK 927 FLAG_SEE_IN_DARK
507 FLAG_UNDEAD 928 FLAG_UNDEAD
508 929
930=head3 B<GRIMREAPER> - type 28 - Grimreapers
931
932These type are mostly used for monsters, they give the
933monster the ability to dissapear after 10 hits with AT_DRAIN.
934
935=over 4
936
937=item I<value> <number>
938
939This field stores the hits the monster did yet.
940
941=back
942
943=head3 B<CREATOR> - type 42 - Object creators
944
945Once a creator is activated by a connection it creates a number of objects
946(cloned from it's inventory or a new object derived from the archetype
947named in the other_arch slot).
948
949If FLAG_LIVESAFE is set the number of uses is unlimited.
950
951=over 4
952
953=item I<hp> <number>
954
955If FLAG_LIVE_SAVE is not set it is the absolute number of times the creator can
956be used.
957
958=item I<speed> <number>
959
960If I<speed> is set the creator will create an object periodically,
961see I<speed> and I<speed_left> fields in the general object field description
962for more details.
963
964=item I<slaying> <string>
965
966If set the generated object's name and title will be set to this.
967
968=item I<other_arch> <string>
969
970If the inventory of the creator is empty new objects will be derived from the
971archetype named by <string>.
972
973=item I<connected> <number>
974
975See generic object field description.
976
977=back
978
979=head3 B<DRINK> - type 54 - Drinkable stuff
980
981See B<FOOD> description.
982
509=head3 CHECK_INV - type 64 - Inventory checkers 983=head3 B<CHECK_INV> - type 64 - Inventory checkers
510 984
511This object checks whether the player has a specific item in his 985This object checks whether the player has a specific item in his
512inventory when he moves above the inventory checker. If the player has 986inventory when he moves above the inventory checker. If the player has
513the item (or not, which can be controlled with a flag) a connection will be triggered. 987the item (or not, which can be controlled with a flag) a connection will be triggered.
514 988
515If you set move_block you can deny players and monsters to reach the space where 989If you set I<move_block> you can deny players and monsters to reach the space where
516the inventory checker is on, see 'move_block' description below. 990the inventory checker is on, see I<move_block> description below.
517 991
518The conditions specified by hp, slaying and race are concationated with OR. 992The conditions specified by I<hp>, I<slaying> and I<race> are OR concationated.
519So matching one of those conditions is enough. 993So matching one of those conditions is enough.
520 994
521=over 4 995=over 4
522 996
523=item move_block <move type bitmask> 997=item I<move_block> <move type bitmask>
524 998
525If you set this field to block a movetype the move code will block any moves 999If you set this field to block a movetype the move code will block any moves
526onto the space with the inventory checker, IF the moving object doesn't have 1000onto the space with the inventory checker, IF the moving object doesn't have
527(or has - if last_sp = 0) the item that the checker is searching for. 1001(or has - if I<last_sp> = 0) the item that the checker is searching for.
528 1002
529=item last_sp (0|1) 1003=item I<last_sp> (0|1)
530 1004
531If last_sp is 1 'having' the item that is being checked for will 1005If I<last_sp> is 1 'having' the item that is being checked for will
532activate the connection or make the space with the checker non-blocking. 1006activate the connection or make the space with the checker non-blocking.
533If last_sp is 0 'not having' the item will activate the connection 1007If I<last_sp> is 0 'not having' the item will activate the connection
534or make the space with the checker non-blocking. 1008or make the space with the checker non-blocking.
535 1009
536=item last_heal (0|1) 1010=item I<last_heal> (0|1)
537 1011
538If last_heal is 1 the matching item will be removed if the inventory checker 1012If I<last_heal> is 1 the matching item will be removed if the inventory checker
539activates a connection and finds the item in the inventory. 1013activates a connection and finds the item in the inventory.
540 1014
541(A inventory checker that blocks a space won't remove anything from inventories) 1015(A inventory checker that blocks a space won't remove anything from inventories)
542 1016
543=item hp <number> 1017=item I<hp> <number>
544 1018
545If this field is not 0 the inventory checker will search for an object 1019If this field is not 0 the inventory checker will search for an object
546with the type id <number>. 1020with the type id <number>.
547 1021
548=item slaying <string> 1022=item I<slaying> <string>
549 1023
550If this field is set the inventory checker will search for an object that 1024If this field is set the inventory checker will search for an object that
551has the same string in the slaying field (for example a key string of a key). 1025has the same string in the I<slaying> field (for example a key string of a key).
552 1026
553=item race <string> 1027=item I<race> <string>
554 1028
555If this field is set the inventory checker will search for an object which 1029If this field is set the inventory checker will search for an object which
556has the archetype name that matches <string>. 1030has the archetype name that matches <string>.
557 1031
558=item connected <connection id> 1032=item I<connected> <connection id>
559 1033
560This is the connection that will be activated. 1034This is the connection that will be activated. The connection is
1035'pushed' when someone enters the space with the inventory checker,
1036and it is 'released' when he leaves it.
561 1037
562=back 1038See also the description of the I<connected> field in the generic object field
1039section.
563 1040
1041=back
1042
1043=head3 B<MOOD_FLOOR> - type 65 - change mood of monsters
1044
1045speed == 0 for triggered mood changes, speed != 0 for non-triggered mood
1046changes.
1047
1048 (based on value that last_sp takes):
1049 0: 'furious' Makes all monsters aggressive
1050 1: 'angry' As above but pets are unaffected
1051 2: 'calm' Makes all monsters unaggressive
1052 3: 'sleep' Puts all monsters to sleep
1053 4: 'charm' Makes monster into a pet of person
1054 who triggers the square. This setting
1055 is not enabled for continous operation
1056 5: 'destroy mons' destroy any monsters on this space
1057 6: 'destroy pets' destroy friendly monsters on this space
1058
1059=head3 B<FLESH> - type 72 - Organs and body parts
1060
1061See B<FOOD> description.
1062
1063=head3 B<MISC_OBJECT> - type 79 - Misc. objects
1064
1065A type for any object that has no special behaviour.
1066
1067=head3 B<DUPLICATOR> - type 83 - Duplicators or: Multiplicators
1068
1069This type of objects multiplies objects that are above it when it is activated.
1070You can even multiply by 0, which will destroy the object.
1071
1072=over 4
1073
1074=item I<level> <number>
1075
1076The multiplicator, if set to 0 or lower it will destroy the objects above it.
1077
1078=item I<other_arch> <string>
1079
1080The archetype name of the objects that should be multiplied.
1081
1082=item I<connected> <number>
1083
1084See generic object field description.
1085
1086=back
1087
564=head3 HOLE - type 94 - Holes 1088=head3 B<HOLE> - type 94 - Holes
565 1089
566Holes are holes in the ground where objects can fall through. When the hole 1090B<HOLE>s are holes in the ground where objects can fall through. When the hole
567opens and/or is completly open all objects above it fall through (more 1091opens and/or is completly open all objects above it fall through (more
568precisely: if their head is above the hole). 1092precisely: if their head is above the hole).
569 1093
1094When the B<HOLE> is activated it's speed is set to 0.5.
1095
570Trapdoors can only transfer the one who falls through to other coordinates 1096These holes can only transfer the one who falls through to other coordinates
571on the B<same> map. 1097on the same map.
572 1098
573=over 4 1099=over 4
574 1100
575=item maxsp (0|1) 1101=item I<maxsp> (0|1)
576 1102
577This field negates the state of the connection: When maxsp is 1 the pit will 1103This field negates the state of the connection: When maxsp is 1 the pit will
578open/close when the connection is deactivated. Otherwise it will open/close 1104open/close when the connection is deactivated. Otherwise it will open/close
579when the connection is activated. This field only has effect when the 1105when the connection is activated. This field only has effect when the
580connection is triggered. So if you put a closed hole on a map, and the 1106connection is triggered. So if you put a closed hole on a map, and the
581connection is deactivated, and maxsp is 1 the hole will remain closed until the 1107connection is deactivated, and I<maxsp> is 1 the hole will remain closed until the
582connection was triggered once. 1108connection was triggered once.
583 1109
584=item connected <connection id> 1110=item I<connected> <connection id>
585 1111
586This is the connection id, which lets the hole opening or closing when 1112This is the connection id, which lets the hole opening or closing when
587activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control 1113activated. The flags FLAG_ACTIVATE_ON_PUSH and FLAG_ACTIVATE_ON_RELEASE control
588at which connection state the object is activated. 1114at which connection state the object is activated.
589 1115
590For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when 1116For example: if FLAG_ACTIVATE_ON_RELEASE is set to 0 the hole won't react when
591the connection is released. 1117the connection is released.
592 1118
593=item wc <number> (internal) 1119=item I<wc> <number> (internal)
594 1120
595This is an internal flag. If it is greater than 0 it means that the hole is not 1121This is an internal field. If it is greater than 0 it means that the hole is not
596yet fully open. More preciesly: this field is the animation-step and if it is 1122yet fully open. More preciesly: this field is the animation-step and if it is
597set to the 'closed' step of the animation the hole is closed and if it is on 1123set to the 'closed' step of the animation the hole is closed and if it is on
598the 'open' animation step (wc = 0), the hole is open. 1124the 'open' animation step (I<wc> = 0), the hole is open.
599 1125
600=item sp <number> 1126=item I<sp> <number>
601 1127
602The destination y coordinates on the same map. 1128The destination y coordinates on the same map.
603 1129
604=item hp <number> 1130=item I<hp> <number>
605 1131
606The destination x coordinates on the same map. 1132The destination x coordinates on the same map.
607 1133
608=back 1134=back
609 1135
1136=head3 B<POISONING> - type 105 - The poisoning of players and monsters
1137
1138This type is doing the actual damage to the ones who were attacked
1139via AT_POISON (or drank B<POISON>).
1140
1141The duration is handled via the FLAG_IS_USED_UP mechanism (please look
1142there for details).
1143
1144=over 4
1145
1146=item I<dam> <number>
1147
1148Each time the poisoning is proccessed (which is determined by the I<speed> and
1149I<speed_left> fields, see the general object fields description above) it hits
1150the player with <number> damage and the AT_INTERNAL attacktype (means: it will
1151simply hit the player with no strings attached).
1152
1153=item I<food> <number>
1154
1155Just a note: The posioning is removed if I<food> == 1 and not if
1156the whole I<duration> is up, because the B<POISONING> code has to remove
1157the poison-effects from the player before the FLAG_IS_USED_UP mechanism
1158deletes the B<POISONING> object.
1159
1160=back
1161
610=head3 FORCE - type 114 - Forces 1162=head3 B<FORCE> - type 114 - Forces
611 1163
612Forces are a very 'thin' type. They don't have much behaviour other than 1164Forces are a very 'thin' type. They don't have much behaviour other than
613disappearing after a time and/or affecting the player if they are in his 1165disappearing after a time and/or affecting the player if they are in his
614inventory. 1166inventory.
615 1167
616Forces only take effect on the player if they have set FLAG_APPLIED. 1168Forces only take effect on the player if they have FLAG_APPLIED set.
617 1169
618Whether the duration field is processed or not a tick is controlled via the 1170Whether the I<duration> field is processed or not per tick is controlled by the
619speed and speed_left field. Look above at the generic description of these 1171I<speed> and I<speed_left> fields. Look above in the generic object field description.
620fields.
621 1172
622=over 4 1173NOTE: If FLAG_IS_USED_UP is set on a B<FORCE> it's I<food> field will also
1174interpreter like described in the description of the FLAG_IS_USED_UP flag.
1175BUT: If I<food> reaches 0 before I<duration> and FLAG_APPLIED is set, the force
1176will still last for I<duration>. If the FLAG_APPLIED is not set the force is
1177removed when I<food> reaches 0. Generally this means: FLAG_IS_USED_UP doesn't
1178have good semantics on forces, try to avoid it.
623 1179
1180=over 4
1181
624=item duration 1182=item I<duration>
625 1183
626While this field is greater than 0 the force/object is not destroyed. It is 1184While this field is greater than 0 the force/object is not destroyed. It is
627decreased each tick by 1. 1185decreased each tick by 1.
628 1186
629If it reaches 0 the force/object is destroyed. 1187If it reaches 0 the force/object is destroyed.
632FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP 1190FLAG_IS_USED_UP and FLAG_APPLIED set. See the description of FLAG_IS_USED_UP
633what happens then. 1191what happens then.
634 1192
635=back 1193=back
636 1194
637=head3 POTION_EFFECT - type 115 - Potion effects (resistancies) 1195=head3 B<POTION_EFFECT> - type 115 - Potion effects (resistancies)
638 1196
639This object is generated by the POTION code when the potion is a resistance 1197This object is generated by the B<POTION> code when the potion is a resistance
640giving potion. It has mainly the same behaviour as a FORCE. 1198giving potion. It has mainly the same behaviour as a B<FORCE>.
641 1199
642The specialty of the potion effect is that the resistancy it gives is absolute, 1200The specialty of the potion effect is that the resistancy it gives is absolute,
643so if you drin a resistancy potion of fire+60 you will get 60% resistancy to 1201so if you drink a resistancy potion of fire+60 you will get 60% absolute resistancy to
644fire. 1202fire.
645 1203
646Multiple potion effects only give you the maximum of their resistancy. 1204Multiple potion effects only give you the maximum of their resistancy.

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